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[1.x+] Community Resource Pack


RoverDude

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2 minutes ago, RoverDude said:

Generally our preference is for mods who hop on board to compromise and take on the CRP equivalents (it's what makes the whole thing work).  And we also prefer to see resources used across more than one mod before adding them.

And yeah, the right answer is to switch to a CRP resource - a lot of us went through save breaks (Kerbalism recently went through this as well), but the final interop is pretty nice

Fair 'nuff. I understand my "Glykerol" is pretty specific. But I want to introduce ISRU using CRP resources for it...
And I know @Angel-125 has an ISRU part setup to create it as well in his Pathfinder mod. Is that basis enough to add it?
guess I will have to bite the bullet on "ReservePower" and switch over then... assuming "Glykerol" makes it in...

Edited by JPLRepo
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I made a few new pull request to add Monazite (In development), a minable resource used for the extraction of Thorium. I used Urinate as a starting template and made it much more abundant.

By the way, what is CRP stance on support for Planet Packs? I would also like to add more definitions for like Planets like Earth. You know the rock we live on,

Edited by FreeThinker
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Good question RE planet packs.  There are fallbacks for stock and such, and of course stock resources are pretty good about combining packs.  In the case of CRP, I would say that any planetary overrides other than stock planets should be the domain of the planet pack owner - so RSS in the case of Earth (which I assume would be @NathanKell or someone else on the RSS team).  That leaves planetary composition of CRP resources squarely in the domain of the folks that are maintaining said planet pack.

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@RoverDudeWhat happened to your idea of depletable resources? I would like to make the Moon suitable for Helium3 mining, but it has to be a depletable resource which only is present on atmosphereless planets or moons. Does the stock Resource system support this in any way?

Edited by FreeThinker
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1 hour ago, RoverDude said:

Good question RE planet packs.  There are fallbacks for stock and such, and of course stock resources are pretty good about combining packs.  In the case of CRP, I would say that any planetary overrides other than stock planets should be the domain of the planet pack owner - so RSS in the case of Earth (which I assume would be @NathanKell or someone else on the RSS team).  That leaves planetary composition of CRP resources squarely in the domain of the folks that are maintaining said planet pack.

I think this practice would be too limited. I think in the case of RSS , we can also work in the spirit of the mod itself. In the case of RSS, we only need to look at any scientificly correct data and apply it.

37 minutes ago, RoverDude said:

Stock supports depletable resources but it's set on the part, not on the resource definition (to prevent mods fighting over depletion).

Edit: Intrestiing, On the part you say. How to configure it using the Drill o Magic as a starting point:

	MODULE
	{
		name = ModuleResourceHarvester
		HarvesterType = 0
		Efficiency = 1.5
		ResourceName = Ore
		ConverterName = Surface Harvester
		StartActionName = Start Surface Harvester
		StopActionName = Stop Surface Harvester
		ToggleActionName = Toggle Surface Harvester
		ImpactTransform = ImpactTransform
		ImpactRange = 5
		AutoShutdown = true
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		Specialty = Engineer
		EfficiencyBonus = 1
		GeneratesHeat = true
		INPUT_RESOURCE
		{
			ResourceName = ElectricCharge
			Ratio = 15
		}
		TemperatureModifier
		{
			key = 0 10000
			key = 250 7500
			key = 500 5000
			key = 750 500
			key = 1000 0
		}		
		UseSpecialistBonus = true
		SpecialistEfficiencyFactor = 0.2
		SpecialistBonusBase = 0.05
		Specialty = Engineer
		EfficiencyBonus = 1
		ThermalEfficiency 
		{
			key = 0 0.1
			key = 250 .1
			key = 500 1
			key = 750 .1
			key = 1000 0
		}
	}

 

Edited by FreeThinker
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Well we can agree to disagree on handling planet packs at least as far as what I officially bundle.  You can always include additional configs in your mod, similar to how folks can always add extra resources (and of course all configs are additive).  

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16 minutes ago, RoverDude said:

Well we can agree to disagree on handling planet packs at least as far as what I officially bundle.  You can always include additional configs in your mod, similar to how folks can always add extra resources (and of course all configs are additive).  

I guess that will work in general, But what about Biomes? Can it be used in combination of a global definition for a planet. Like you specify a planet to have a low concentration but for specific biomes to have higher concentrations. For example no water on the moon surface except on the noth and south pole biome.

Edited by FreeThinker
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5 hours ago, RoverDude said:

Stock supports depletable resources but it's set on the part, not on the resource definition (to prevent mods fighting over depletion).

Alright but how to implment it on a part? could you please give us/me an example

Edit: Also, what is the resolution of the depletion and how is the maximum haverstable amount calculated?

Edit2: I noticed the Drill has 2 extra fields: CausesDepletion and DepletionRate. I tested with several values of a long duration without noticing any depletion effect. Do they actually work?

Edited by FreeThinker
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10 hours ago, FreeThinker said:

Alright but how to implment it on a part? could you please give us/me an example

Edit: Also, what is the resolution of the depletion and how is the maximum haverstable amount calculated?

Edit2: I noticed the Drill has 2 extra fields: CausesDepletion and DepletionRate. I tested with several values of a long duration without noticing any depletion effect. Do they actually work?

Here is what I found in ModuleResourceHarvester:

Spoiler

public class ModuleResourceHarvester : BaseDrill, IResourceConsumer
{
    [KSPField]
    public bool CausesDepletion;
    [KSPField]
    public float DepletionRate;
    [KSPField]
    public int HarvesterType;
    [KSPField]
    public float HarvestThreshold;
    [KSPField]
    public string ResourceName;
    [KSPField(guiActive = true, guiName = "", guiActiveEditor = false)]
    public string ResourceStatus;

    public ModuleResourceHarvester();

    public List<PartResourceDefinition> GetConsumedResources();
    public override string GetInfo();
    public override bool IsSituationValid();
    public override void OnStart(PartModule.StartState state);
    public override void OnUpdate();
    protected override void PostProcess(ConverterResults result, double deltaTime);
    protected override void PostUpdateCleanup();
    protected override ConversionRecipe PrepareRecipe(double deltaTime);
}

It appears that CausesDepletion and DepletionRate are what we use to create a depleting resource, but I'm unclear on how that works. Can @NathanKell or @RoverDude elaborate on how resource depletion works?

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5 hours ago, Angel-125 said:

Here is what I found in ModuleResourceHarvester:

  Hide contents

public class ModuleResourceHarvester : BaseDrill, IResourceConsumer
{
    [KSPField]
    public bool CausesDepletion;
    [KSPField]
    public float DepletionRate;
    [KSPField]
    public int HarvesterType;
    [KSPField]
    public float HarvestThreshold;
    [KSPField]
    public string ResourceName;
    [KSPField(guiActive = true, guiName = "", guiActiveEditor = false)]
    public string ResourceStatus;

    public ModuleResourceHarvester();

    public List<PartResourceDefinition> GetConsumedResources();
    public override string GetInfo();
    public override bool IsSituationValid();
    public override void OnStart(PartModule.StartState state);
    public override void OnUpdate();
    protected override void PostProcess(ConverterResults result, double deltaTime);
    protected override void PostUpdateCleanup();
    protected override ConversionRecipe PrepareRecipe(double deltaTime);
}

It appears that CausesDepletion and DepletionRate are what we use to create a depleting resource, but I'm unclear on how that works. Can @NathanKell or @RoverDude elaborate on how resource depletion works?

Yes I know. I tried with setting CausesDepletion  to true and gave DepletionRate increasing numbers of magnitude but without seeing any reduced effect on resource gathering over time. What appears to be missing is some setting that specified total local resource reserve.

Edited by FreeThinker
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Depletion rate governs how fast availability decreases (you will see the rate drop off over time).  Combine this with the threshold (forgot the exact parm, but it's on the stock mini-drill) to control the lower bound of the cutoff.

The resolution of the depletion nodes vary based on the size of the body - on Kerbin I recall it was a few hundred meters in diameter.

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33 minutes ago, RoverDude said:

Depletion rate governs how fast availability decreases (you will see the rate drop off over time).  Combine this with the threshold (forgot the exact parm, but it's on the stock mini-drill) to control the lower bound of the cutoff.

The resolution of the depletion nodes vary based on the size of the body - on Kerbin I recall it was a few hundred meters in diameter.

Alright, so the HarvestThreshold must have a value otherwise DepletionRate and CausesDepletion  are completely ignored. I wonder what would be a sane number for DepletionRate 

Edited by FreeThinker
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On 17-6-2016 at 1:58 PM, RoverDude said:

No, it's not ignored, but you go into the land of ever diminishing returns.  So I would pair it as a lower bound.

I now tried many different value combinations of  CausesDepletion,  DepletionRate and HarvestThreshold  with multiple numbers of Drills for many year and non of them had any effect on the amount of resource collected. I'm starting to get desperate.

Perhaps my method of testing is simply flawed. I test on the launch pad on Kerbin, perhaps the launchpad or Kerbin itself gives infinite resource collection?

Could you please give us an example of depleted resource collection configuration on a drill   which is guaranteed to have an noticeable effect withing a year time?

Edited by FreeThinker
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On 6/17/2016 at 11:27 PM, FreeThinker said:

I now tried many different value combination of  CausesDepletion,  DepletionRate and   HarvestThreshold  with multiple numbers of Drills for many year and non of them had any effect on the amount of resource collected. I'm starting to get desperate.

Perhaps my method of testing is simply flawed. I test on the launch pad on Kerbin, perhaps the launchpad or Kerbin itself gives infinite resource collection?

Could you please give us an example of depleted resource collection configuration on a drill   which is guaranteed to have an noticeable effect withing a year time?

I could confirm this, tried the above method mining on different bodies/moons and couldn't get % ore concentration to drop no matter what amount I mined (huge values to be sure),

As per RoverDude suggestion I created a ksp bug ticket:

http://bugs.kerbalspaceprogram.com/issues/9993

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20 hours ago, riocrokite said:

I could confirm this, tried the above method mining on different bodies/moons and couldn't get % ore concentration to drop no matter what amount I mined (huge values to be sure),

As per RoverDude suggestion I created a ksp bug ticket:

http://bugs.kerbalspaceprogram.com/issues/9993

Although from our point of view it is a bug, But I'm afraid for KSP Quality assurance it isn't  because it isn't used (yet). I'm sure @RoverDude already went to great length to get this feature in but somewhere down the line it never got fully implemented and therefore tested.

Edited by FreeThinker
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0.5.4 - (KSP 1.1.3)
------------------
Update for KSP 1.1.3
Updated cost of Plutonium
Added Lithium6, Carbon, and Monazite
Karborundum is now tweakable, and 4000 funds per unit (versus 400).
The Kerbol Karburundum harvesting zone is back... now go find it :)
Alumina and Monazite are now planetary resources.
Hydrates are a bit more common.
Added Glykerol (curated by DeepFreeze).

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I really wish CRP wasn't bundled with the mods that use it. Although it's not the only bundled mod in KPS, it's the one that seems to be updated the most often. It makes keeping mods updated very confusing, especially for a JSGME user such as myself and probably for the modders as well. At the very least, could modders pretty please stop adding extra files to the CommunityResourcePack folder? One of them even deleted one of the original files (you know who you are, btw love your mods :blush:).

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